Tribute release ns_achio_104a release date, Sept-06-2007:Features:- This map is the same as v2b5, yet it has been made compatible with Bry's ns 1.04- All the unique features mentioned above still work in ns1.04

Ugly ns1.04 minimap included (too bad the new 3.x minimaps don't work though)

ns_achio_v2b5 release date, Jul-26-2007:Most important additions/fixes:- The map is now compatible with NS 3.2 (transparant minimaps included)- The aft alien trough wall teleporter is now only useable when the aft engine hive is alive (thanks puzl for fixing the hive targetondeath)Minimap

should be v2b4, also keep in mind that this map is not yet fully compatible with 3.2. Actually the map itself is, but the minimap file names aren't updated yet. I'm going to release v2b5 soon to fix this issue along with some other things...

Furthermore the line "sprites/ns_achio/flare2.spr" should be removed from the .res file as it was a sprite introduced in v2b3, but that sprite never got into the final version of beta3.

Mostly gameplay tweaks- New gameplay addition: Finally the addition of a true weldable resnode- Fixed the sinking building bug with a func_nobuild in the infested hallway at Port GeneratorMinimap

A science fiction about the ship it's propulsion system:The ship uses a new kind of propulsion system called gravity displacement. In simple terms the system uses the ships own mass cores to gain momentum. The mass cores consist of very heavy iron balls the size of a truck rotating near the speed of light suspended inside a magnetic field, The result of the mass stress on the ball it's molecules will turn these balls effectively into a micro white hole, the opposite of a black hole. So instead of pulling things with it's gravity it expels gravity. This is controlled by the current of the magnetic field, so get the current wrong and you have a problem on your hands

The energy gained by this mass/gravity extraction is called black mass, which consists of gravity fields. The gravity fields will be broken up into molecules using a nanite particle accelerator. The mass core and nanite particle accelerator are located in front of the engine compartments.

The nanite particle accelerator bombards the molecules with nanites to reprograms the molecules their magnetic properties to be positive. After they have run trough the process they are then pushed into the engine under superheated pressure trough the 'gold colored pipes', since the pipes are ionized they won't get warm at all, this is for crew safety.

In the front part of each engine module there are positive magnets, they push the now positive molecules towards the nozzles and this momentum under very high pressure will push the ship forward. The exhaust will look like a greenish glowing light beam.

A small joke about this can be made. The scientists who designed this system could not answer the simple question "why are these beams green?"

So in short, it's kind of a mag-lev train with the tracks built-in

Note:This is Achio revised, I started this map ages ago to fix many of the things wrong with the original Achio. Things which changed/were fixed compared to the old achio:

Lack of cover/large open spaces trougout the map and hallways

Overstressing the engine resources used (lag on slower pcï¿½s and overall netlag)

The style and texturing used

Added more detail troughout the map

The layout is roughly the same, but the size of the map is smaller. Also everything has been tweaked to resemble an actual space ship, with levels (or decks). The hallways bend around architecture which would be located on the different levels, but extend into the lower or higher levels.

I gave the lighting a complete revision. With the use of more contrasting and more colorful lights. This was to counter the washed out look the old Achio had.

Post edited by Unknown User on February 2008

Guardian of the "magic cookiejar"

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Looks absolutly incredible. The bright orange stripes seem a little out of place for the feel of the old achio (large decrepid and industrial) but I am intersted to see how they work in this one. You really need an infested light texture for the hive though. Even if it means just some real scratched up plating and what not. They look way to clean in the hive location like that.

[edit] keep in mind, you need a certian ammount of flatness to drop structures as a marine... you should always have some flat ground in a hive location, even if it isn't ground level/requires creative placement.

Thinking of turning the green crystals into the same yellowish types also seen on the floor. The yellowish crystal look nicer IMO

I'm going to try and fix the lights in the infestation with an overlay texture, the solid infestion textures should have a nice effect I think. Got to fix them first though since there is a lot of blue which doesn't turn invisible (I think I might have the fixed version in the old achio wad *goes of to check* )

Old screenshots are in the post you screenshots thread, but since they are externally linked here's a link

Guardian of the "magic cookiejar"

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looks phat. I'd take out the orange lights behind the pipes though, the ones that go horizontally. Used in 1 too many places IMO. I'm worried that you are going to run out of clipnodes halfway through the map with those curved pipes, but they do look damn sexy.

Working on it some more since I'm not satisfied with the lighting of the current compiled version. Also I made a small booboo, read on -->

I haven't kept mr. onos in mind when designing the entrances, they are to small. Also the ION cannon array has a very restricting movement for mr. onos. So the 'finished' areas are going to get a small overhaul.

Guardian of the "magic cookiejar"

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Closer look at a crystal, scientists are still trying to find out why they are able to emit so much light without using any visible or detectable energy. They seem to appear in otherwise very dark hives with the orange types on the ground or ceiling and the green ones usually on walls. both of them are the same crystal types but when you tilt them over 90 degrees they change color.

yeh I'm watching to much discovery, but hey at least I'm not going like 'OOOH LOOK AT THAT NAUGHTY LITTLE CRITTER' everytime I see a skulk

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Since I want this kind of detail troughout the map I can't afford to put fully round pipes there. Besides I don't think they would look much better, maybe even worse since lighting does weird things on pipe-like brushes.

Note on these pipes:I used 45° and then a triangle (3 points) pipe to cover the gap

Working on the computer core. Well I have an idea for it's looks and architecture, now to see if 'the hammer' doesn't have anything against me today

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

Both your color-changey light crystals and the discovery channel definitely rock. Aesthetically, though, one tiny thing bothers me with them... you are (perhaps unintentionally) seperating "floor" and "wall" in a space (heavy alien infestation) which is, in my mind, meant to be viewed as more "big gooey slopes o' random." Also, the "giant overused texture o' death" on the back wall in engine_a4.jpg bugs me a bit, it sticks out all the worse because the rest of your texturing is so good. I love your lighting, accent, and infestation techniques. Any chance of finishing this in time to get it into 3.1?

So you don't like the gray texture used in the back, that makes two votes against it. Also once in the post you screenshots thread. I'll have a look at some other texture to be used there, still have some unused w-poly on that side of the hive to make use of so that might help to

Could you explain what you mean with the 'seperating floor and wall' part? Not quite sure what to make of it

Maybe a small explaination (related to this perhaps) on the infestation, as I see it.

The infestation is in my mind a fleshy/gooey entity, which graduately infests a room and starts with the closest warm part of the room it enters. As you can see the engines on the port side of the room are completely infested and the bacterium is working it's way towards the starboard side of the room. Also keep in mind that this is a secondary infestation part of the map, so it's not as infested as the starboard generator will be where the infested meteorite actually hit/entered the ship.From what I've seen in some textures the bacterium also has a harder time trying to infest light sources or computer screens, that's why I made some of the lights still visible from the engines.

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

It looks from this shot that you started this room as a large cube and built things within it. That's a fine way of going about it, but the back wall in this shot doesn't look at all realistic despite the fact that you see very little of it. Its very clear that the infestation and the engines both end on the same flat surface. I suggest making the infestation appear to curve around some other large structure, moving the flat wall back a ways, and adding another section to the engines where they expand to fill almost the entire space. So to clarify, here's some ascii art.

Thanks for that suggestion, it's kind of a bulkhead moving inwards in between the engines? Would indeed make the wall seem less flat, argh now I have to change it to in the starboard engine, oh well all for a good cause I should say

Guardian of the "magic cookiejar"

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Well there are even more engines then the four on the walls, this is the main/aft engine after all, there are a total of 6 engines and are setup like this (the red parts are inside the walls). But I'll have a look on how to change the flatness of that backwall

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly